Signal Acquired // Pre-Alpha v0.4.2

Rotfall

Survive the unimaginable. An open-world fantastical horror experience.

Protocol Data // 01

The Survival Cycle

In Rotfall, progress is violently extracted from the environment. The gameplay loop demands tight synergy and unyielding resource management:

01/

Scavenge & Secure

Harvest vital tech fragments and raw ammo caches from hostile domains.

02/

Reinforce Node

Fortify grid outposts and construct barricades before the daylight dies.

03/

Endure the Purge

Defend against non-linear waves of otherworldly horrors that morph to counter you.

Cooperative Synergy

Splitting up guarantees elimination. Built meticulously for 2-4 players, you must synchronize your radar trackers and manage collective sanity to survive the night cycle.

THREAT MATRIX: CRITICALOP_STATUS // ALIVE
Tactical Operations // 02

Field Operations Manual

Master the environmental controls critical to navigating the exclusion vectors.

Unforgiving Terrain

A sprawling, desolate landscape. Dynamic anomalies alter layouts across server sessions, rendering memorization impossible.

Symmetric Networking

High-fidelity architecture ensures flawless synchronization of atmospheric world states, heavy projectiles, and hitboxes.

Sanity Mechanics

Prolonged dark exposure degrades vitals. Failing sanity indexes create tactile visual hallucinations that mimic real threats.

Containment Logs // 03

Classified Specimens

Anomalous lifeforms documented within sector bounds. High containment priority.

No Visual // [X]
CLASS IV // STALKER#089-STK

The Blight Stalker

Operates exclusively within obscured tree lines. Avoids direct fire by shifting vectors instantly. Emits a mechanical clicking sound just before lunging.

No Visual // [X]
CLASS VI // APEX#412-RPT

The Carrion Titan

A hulking, multi-limbed atmospheric entity targeting core base infrastructure. Requires coordinated heavy ammunition deployment to safely bring down.

Engineering Feeds // 04

Development Log

Chronicles of technical systems engineering and implementation.

LATEST PUSH

C# Networking & 4-Player Synchronization

Rewrote the core C# packet handling logic for the dedicated server layer. Hitbox desync during high-stress entity spawns has been virtually eliminated. The 2-4 player co-op framework is now stable across varying latency thresholds, allowing seamless drop-in/drop-out mechanics.

PREVIOUS

Unity Animation Controllers & Rigging

Completed the transition pipeline from Blender to Unity for the Class IV Stalker models. The inverse kinematics (IK) rigging allows the entity's limbs to dynamically adjust to the procedural terrain, making its movements over barricades significantly more terrifying and physically grounded.